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Inspiring
June 6, 2018

[Go / Gear VR] Are UE 4.20 updates relevant to mobile VR ?

@imperativity

4.20 preview 1 is out and it has some interesting goodies: https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1485599-unreal-engine-4-20-preview

I am wondering if any of those goodies relevant to Go / Gear VR (GLES2 and Vulkan in the nearest future):

Instanced Stereo Rendering: Translucency Support. We’ve taken the improvements to the Instance Stereo Rendering (ISR) path that we made for Robo Recall, and improved them to work across a more robust set of features in the engine. 4.20 adds support for performing the translucency rendering pass using ISR, which can significantly reduce CPU cost on translucency-heavy scenes

Mobile Updates:
  • All of the mobile improvements and optimizations we’ve made for Fortnite on iOS and Android
    • Improved Android Debugging
    • Mobile Landscape Improvements
    • RHO Thread on Android
    • Occlusion Queries on Mobile
    • Software Occlusion Culling
    • Platform Material Stats
    • Improve Mobile Specular Lighting Model


    This topic has been closed for replies.

    43 replies

    Participant
    August 22, 2018
    the culling bug:

    1. Enable Mobile Multiview and Support OpenGL ES3.1

    2. Launch on Oculus GO (User reports same behavior on GearVR and Daydream)



    Result: Occlusion is mostly reversed (many objects not rendered until you look away)



    motorsepAuthor
    Inspiring
    August 22, 2018
    @imperativity

    I am wondering if either Oculus or Epic will  be looking into https://issues.unrealengine.com/issue/UE-62347 , now that Vulkan on Go is a reality.
    motorsepAuthor
    Inspiring
    August 22, 2018
     :o
     :/ 
     :( 
    Participant
    August 23, 2018
    that's a pitty :(
    will use 4.19 then until it's fixed (hopefully) in 4.21...
    motorsepAuthor
    Inspiring
    August 23, 2018

    Cykyria said:

    that's a pitty :(
    will use 4.19 then until it's fixed (hopefully) in 4.21...


    Doesn't really make sense to stay on 4.19 since 4.20 engine runs better in VR overall, even without occlusions. 
    August 23, 2018
    I'm really hoping Epic fixes this in 4.21

    Still it makes sense to use 4.20 for the other improvements. Occlusions can be disabled in your project settings so you are not blocked by this bug in the meantime ;)
    motorsepAuthor
    Inspiring
    August 29, 2018


    I'm really hoping Epic fixes this in 4.21

    Still it makes sense to use 4.20 for the other improvements. Occlusions can be disabled in your project settings so you are not blocked by this bug in the meantime ;)


    Do you think that's the fix: https://github.com/EpicGames/UnrealEngine/commit/1c2332aba36cee3e5805668965dbcae8053e33ac ?
    August 30, 2018

    motorsep said:



    I'm really hoping Epic fixes this in 4.21

    Still it makes sense to use 4.20 for the other improvements. Occlusions can be disabled in your project settings so you are not blocked by this bug in the meantime ;)


    Do you think that's the fix: https://github.com/EpicGames/UnrealEngine/commit/1c2332aba36cee3e5805668965dbcae8053e33ac ?




    That looks pretty promising so should be fixed in 4.21 :) Strangley there were some modfiications to the Oculus plugin in that commit so hopefully those changes also make it into the Oculus Branch and/or are not overwritten later?
    motorsepAuthor
    Inspiring
    August 30, 2018
    @aussieburgerVR

    Once 4.20.3 is out and Oculus fork is released, I'll try manually patching the code with that commit and see if it does the job.
    New Participant
    September 1, 2018
    For developers using Unreal Engine to build titles for the Rift, UE 4.20 moves to the newer Oculus Runtime 1.25, meaning that developers will be able to take advantage of capabilities and improvements that have come since the prior version https://mobdro.io